Video summary
My New AI Workflow
Main summary
Key takeaways
Overview
The video demonstrates a creator’s end-to-end workflow for using an LLM to develop and change game code while “walking it forward” in controlled steps—especially useful when traveling without reliable keyboard/service.
Core concept: “6 phase” (described as up to 7, with phase 0)
The speaker’s method is an LLM-assisted programming process with strict gating: the creator decides when the project can advance based on whether the generated artifacts look correct.
Phase 0: Research / plan
- Do research
- Produce a plan for phases 1–6
Phase 1: Create structure definitions
- The LLM outputs data structure definitions first
- Human reviews and provides corrections
- This is doable even from a phone
Phase 2: Implement the project tile / API layer
- The LLM generates the API/builds the skeleton interfaces/functions
- The human constrains scope (e.g., “don’t add things we don’t need”)
- Emphasizes incremental changes, one step at a time
- Toolchain mention:
- Cursor (noted as an iOS-only preview app / Cursor only on iOS)
Phase 3: Generate to-dos
- The LLM produces a list of to-dos describing exactly where code must change
- Human iteratively updates/removes incorrect to-dos while reviewing
Phase 4: Implement + test in “JSON mode,” then revert with diagnostics
- The LLM implements changes based on the to-dos and data structures
- Uses a custom “JSON mode” test/run method:
- Runs the full game without rendering
- Instead processes events/UI interactions via JSON
- After running:
- The LLM reports where it could not implement without deviating from the to-dos (“break path” points)
- Then the workflow undos/reverts changes so the creator stays in control
Phase 5: Add invariance
- The speaker notes LLMs are bad/hard at invariance in this context
- They couldn’t get it to behave well
Phase 6/7: Finish and implement the final working game
Progression only happens when the human verifies:
- data structures look right
- interfaces look right
- to-dos look right
- implementation respects constraints
Key philosophy emphasized
- The LLM should not do more than requested
- Agents/automation can generate “horse crap” if left unconstrained
- The human remains responsible for reviewing and approving each phase
Technical feature: “JSON mode” for deterministic game testing + replay
A major technical element is a custom testing harness that can run and validate game changes automatically.
How it works
- Uses a CLI/workflow that runs:
odin.run ... JSON mode
- In JSON mode, the game can:
- accept mouse events / UI interactions encoded in JSON
- run a complete simulation loop
- record JSON output to a file for replay
Analogy given
- The speaker compares it to a Playwright CLI for game dev:
- drive the UI
- simulate thousands of games
- gather results (e.g., win rates / card usage)
- inspect strategies
Why it matters
- Used to verify LLM-made changes (especially in phase 4) by running the game automatically and checking behavior.
Example refactor: static enemy arrays (game-mechanics driven change)
The speaker provides a concrete gameplay-related refactor example.
Change made
- Switched enemy storage from a dynamic array to a static array with a max enemy count
- Instead of removing dead enemies:
- enemies are marked with state (dead + timestamp)
- enemies remain in the array for animation continuity
Rationale
- Needed to keep enemies around for death animations
- Removing breaks update continuity for animation/behavior
Resulting logic pattern
- Game logic uses an enemy count and checks each slot:
- whether the enemy is “finished/dead” vs still active
- Similar approach for:
- projectiles
- towers
Product/workflow: “55” for quick-change iteration (git worktrees + “inspect”)
The speaker introduces a second system (named 55).
What “55” does
- Manages a list of “projects”
- Automates the planning/generation process for them
How changes are managed
- Uses git worktrees to isolate in-progress changes
- Runs a command like
inspect, which:- takes git hunks
- creates a quick fix list so the creator can review each generated change easily
- Demonstrates handling conflicts and getting the game working after applying/refining generated changes (e.g., “damage to player when enemy gets to end”)
Release/loop improvement goal
- Wants a more seamless loop:
- work tree locally
- potentially later “handoff to cloud” so work can continue on a phone
Testing / verification approach
- Some targeted tests (e.g., layout/animation)
- But relies heavily on:
- JSON mode full-game runs
- event replay + stepping
- phase-based revert/diagnostics rather than large traditional test suites
Performance note
- The JSON/game loop runs extremely fast locally
- The speaker mentions absurdly high frame rates / very fast loop execution
Availability / release intent
- Earlier public AI library: 99 (SNIPER-style gun naming theme)
- 55 is not released publicly yet because the speaker is still deciding if it’s “the right choice.”
Names and sources mentioned
- Adam C. Younis: credited as a pixel artist (used for artwork/assets; the speaker says they didn’t use AI for assets)
- Cursor: mentioned for coding assistance, with iOS preview context
- Speaker’s systems:
- Odin
- JSON mode
- 55
- earlier 99 library
Main speaker/source: the creator demonstrating their “6/7 phase” workflow and game/testing system.